lolpaca's Recent Forum Activity

  • Ah, fair enough. I'm not too fussed about it, but I do get the occasional bit of badge envy...

  • So can you not get the license badge if you got the personal edition on Steam?

  • Tile seams show up if Point sampling, Pixel rounding and Letterbox integer scale aren't on. Problem is turning these settings on makes everything look a bit grainy and pixelly, but that might suit the look of this game! More info on Tilemap (you are using Tilemap right?): https://www.scirra.com/manual/172/tilemap

  • Yeah, this looks lovely. For the dogfight AI, you might want to check out the Boids Flocking behaviour here seems like it might do what you need nice and easily.

  • I'm not a big fan of metal either, but something about that track just fitted the pace I have in mind for in the game. It's one of a few options though.

    I'll be adding loot at the same time as I add enemies, and barrels will be very much smashable. Next update should be a bit more substantial!

  • New update - overhauled graphics a bit, added some furniture and a bitchin' metal soundtrack. I'm slowly getting there with the enemy AI, expect to see killer rats in the tunnels soon! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/106 ... index.html

  • Very nice start! I love procedural generation, so many possibilities. I find the dude can't jump up if there's a block above him, is that intentional? Makes it hard to get out of the tunnels. Great stuff though, look forward to seeing what's next!

  • Thanks, this seems to be getting a good response so far and it's really encouraging! Another little update: generator now tells you what it's doing and generates a lot faster; more tunnels, and doors. It's starting to feel a lot more dungeony now <img src="{SMILIES_PATH}/icon_twisted.gif" alt=":twisted:" title="Twisted Evil">

    https://dl.dropboxusercontent.com/u/106 ... index.html

  • Joannak Yeah, I noticed that too - weird because I've only really tinkered with the map generator, which is a whole separate group that's deactivated once the map has been generated, so it shouldn't really be having an effect. Usually when I've had big framerate drops before it's because of a For loop somewhere that's running over and over... I'll trawl through it later and see if I can find what's up.

  • Arima, please could I get this thread moved to the work in progress section? Thanks!

  • Will do, but I don't think I'll be changing the sizes of the levels now, they're 2400x1824 which should be plenty!

    Little update on this by the way, the edges now look more 'cavey' with solid rock clustering more around the middle. I think it helps the maps looks a bit less random and more natural. Also, a little health bar! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    https://dl.dropboxusercontent.com/u/106 ... index.html

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  • Katala - In the debugger it says image memory is around 12.9MB... is that a lot? (I really don't know!)

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lolpaca

Member since 28 Feb, 2013

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